Difference between revisions of "Champion"

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Latest revision as of 13:33, 5 April 2024

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

PDF icon.png This page is available as a stylized PDF.
Whether by sword, bow, or fist, the champion is defined by overcoming seemingly any obstacle with athletic grace and unrelenting vigor. While many on their level rely on magic or other tricks, the champion achieves the impossible using little more than steel, strength, and courage.
Quick Build
You can quickly make a champion with these suggestions.
  1. Make Dexterity your highest ability if you want to focus on archery, otherwise make it Strength.
  2. Make Constitution your second-highest ability.
  3. For your skills, choose Acrobatics if your Dexterity is higher than your Strength, and otherwise choose Athletics. Then choose Insight and Wilderness.
  4. As your starting items, choose all the (a) options if Strength is your highest. If Dexterity is your highest, choose all the (b) options.
  5. For your Defense, choose Hearty Defense.
  6. For your Style, choose Gallery Shooting if you are focusing on archery, otherwise choose Cleaving.
 Some champions learn their skills through formal military training, while for others the draw of a bowstring comes as naturally as taking a breath. Some are feared monster hunters, and others are unremarkable town guards until the gods call upon them. Regardless of how your talents come, champions are united in athletic grace that seems utterly unreal. Every renowned incarnation of the legendary hero has risen as a champion, and every champion worth their salt rises easily to the hard life of a hero — or antihero.

A Cause Worth Fighting For

True to their namesake, a champion is rarely a fool driven by nothing. The convictions and strength so defining a warrior of this caliber comes from who or what they're fighting for, whether it be the glory of their kingdom, the heart of their love, the safety of their family, or the conviction of their ideals.
     When creating your hero, consider what cause would be powerful enough to drive your character beyond their physical limits.


Table: The Champion

Level PB Features
1st +2 Defense, Style
2nd +2 Stamina Gauge, Technique
3rd +2 Style, Subclass
4th +2 Improvement, Withdraw
5th +3 Action Surge, Technique
6th +3 Stamina Gauge (d8), Subclass feature
7th +3 Style, Tenacity
8th +3 Improvement, Technique
9th +4 Subclass feature
10th +4 Extra Action
11th +4 Master Techniques, Stamina Gauge (d10)
12th +4 Improvement, Restless, Subclass feature

Heart Points

Heart Dice: d12 per champion level
Heart Points at 1st Level: 12 plus your Constitution modifier
Heart Points at Later Levels: d12 (or 7) plus your Constitution modifier. If you roll a 1 on the d12, reroll it until you roll a result other than 1.

Armor Proficiency
In the Hyrule Ruleset, there is no armor proficiency: all heroes can wear any armor, and heavy attire only restricts spellcasting and specific features.
     In a campaign that doesn't use the Hyrule Ruleset, as a champion you're proficient with all armor.

Proficiencies

If champion is your initial class, you start with proficiency in the following:
      Saves: Strength and Charisma
      Weapons: simple, martial, bombs, and shields
      Skills: Acrobatics or Athletics, plus two more from the following options:
      Insight, Intimidation, Lore, and Wilderness.
      Gain one more skill if your Intelligence is 13 or higher, and another if it is 17. You gain this benefit if your Intelligence later increases to these amounts.
      If you prefer, you can replace any of these skills with proficiency in any artisan's tool, any musical instrument, all land vehicles, and all water vehicles.

Option: Unarmed Champion
While specialized fist-fighters are uncommon in Hyrule, you might count among them. You can forgo gaining proficiency with martial weapons to instead gain the Boxing style as a bonus.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).

Reactions

If champion is your initial class, you can make these reactions:
      Interpose. When a creature within 5 feet of you would be hit by an attack roll, as your reaction you can force the attack to hit you instead. The damage to you can't be reduced or prevented in any way.
      Opportunity Attack. When a creature within 5 feet of you moves away from you, as your reaction you can make one melee weapon attack or unarmed strike targeting that creature. The attack is made right before the creature leaves a 5-foot radius around you.
      Take Cover. If a creature you can see targets you with a ranged attack, as your reaction you can either drop Prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be announced before the attack roll is revealed.

Defense

As a champion, you are well-versed in defending yourself from conventional attacks and weapons. Gain one defense chosen from the options in the following table. As a downtime activity, you can retrain yourself by replacing your chosen defense with a different one.

Defense Effect
Agile While you are wearing no heavy attire*, if you are hit by an attack that Grapples you or knocks you Prone, the attacker must reroll their attack roll and use the new result if it is lower. This applies to attacks which Grapple or knock Prone in addition to dealing damage.
Evasive When you make a Dexterity save to take half damage, on a success you instead take no damage. You still take full damage on a failure.
Hearty Whenever you finish a long rest, gain temporary heart points equal to your champion level + your Constitution modifier.
Heavy While wearing at least one piece of heavy attire*, raise your AC by 1. This can't raise your AC above 25, before adding cover or a shield bonus.
Tough You can add your Constitution modifier to your AC instead of your Dexterity modifier.
You don't gain this benefit if your Constitution is already added to your AC by another effect, such as with a goron’s natural armor.
Unarmored While you aren't wearing armor or attire, your AC equals 10 + your Dexterity modifier your + your highest ability modifier from Constitution, Intelligence, Wisdom, and Charisma. You can add a shield bonus to this AC.

* Wearing medium or heavy armor counts as wearing heavy attire.

Style

As a champion you adopt a particular style of fighting as your specialty, chosen from the options in the table below. You learn another style of your choice at 3rd level, and 7th level, as shown in the champion table. As a downtime activity, you can retain yourself by replacing one style you've learned with another you would be able to learn.
     Some styles have a prerequisite. You must meet the prerequisite criteria before you can take the style, and if you lose the criteria you also lose the benefit of the style until you regain it.

List of Fighting Styles

Each style is summarized below. Click a style's name for the full effect.

Name Summary
Ball and Chain Soldier Weapon Mastery. Your ball and chain gains reach, grants a +1 shield bonus, and lets you make an attack as a reaction.
Bomber Weapon Mastery. You gain free bombs every downtime, and any bombs you wield are more powerful.
Boxing Weapon Mastery. Your punch deals d8+Str damage. If both hands are free, it's d12+Str damage and you get an AC bonus.
Cleaving General. Reducing a creature to 0 hp lets you take an extra action to Attack, Dash, Dodge, or Help.
Dual Wielding General. While wielding two weapons, each time you attack you can make two attacks against the same target.
Dueling Weapon Mastery. When you hit with a versatile melee weapon wielded in one hand, add a d4 bonus die to the damage.
Exploration Pacifist. You aren't Slowed by climbing or swimming. Plus you get proficiency in Perception, Stealth, or Wilderness.
Fatal Blows Technique Mastery. Your Ending Blow instantly defeats a creature if it's left with 30 hp or less.
Gallery Shooting General. Your ranged attacks become more powerful versus any target within 30 feet.
Great Spin Technique Mastery. The radius of your Spin Attack raises to 10 feet, and you can use it freely at full hp.
Hawkeye Sniping General. Your ranged weapon attacks ignore cover, and you become more accurate beyond 30 feet.
L-Targeting Technique Mastery.
Piercing Shots General. A ranged attack that crits or drops a creature to 0 hp deals automatic damage to a creature directly behind it.
Power Beams General. You can cast power beam. When you have full hp, you can cast it with your bonus action.
Slingin' Weapon Mastery. You can make rapid attacks with the slingshot or with light thrown weapons.
Stamina Surge General. If you have Stamina Dice, your number of Stamina Dice increases by 2.
Sumo General. Your unarmed strike can damage and Grapple at the same time. You have advantage against a creature you have Grappled.
Swift Shield Weapon Mastery. Add your shield bonus to some saves. Your shield provides half cover to allies.
Wallop Weapon Mastery. While wielding a two-handed melee weapon without reach, you score crits easier and smash foes much harder.
Wild Frenzy Technique Mastery. Your Frenzy technique lasts for up to a minute instead of until your next turn.

Stamina Gauge

Starting at 2nd level, you gain Stamina Dice. You can expend your Stamina Dice to sprint, to make powerful target strikes, and to use techniques, as detailed below. Any Stamina Die you expend can’t be used again until you finish a short|short or long rest.

  • You have a number of Stamina Dice equal to 1 + your Constitution modifier, or 1 + your Charisma modifier, whichever is higher.
    If your ability modifier permanently decreases or increases, your number of Stamina Dice adjust accordingly.
  • Each of your Stamina Dice is initially a d6.

Upon reaching 6th level your Stamina Dice become d8s, and you gain one more Stamina Die. Upon reaching 11th level, your Stamina Dice become d10s, and you again gain one more Stamina Die. This is shown in the champion table.

Sprint

You can spend one of your Stamina Dice to move an extra time this turn. You can't Sprint more than once per turn.

Target Strike

A target strike is an attack that skillfully aims for where a creature is most vulnerable, such as a monster's giant eye, or exposed gaps in a warrior's armor. Some monsters have a “weak point” and suffer extra effects from a target strike. Your narrator might otherwise add effects for target strikes in some circumstances.
     You can make a target strike whenever you attack with a weapon or unarmed strike. Just before you make the attack roll you can expend a Stamina Die. If you do and the attack hits, roll the Stamina Die and add its result to the damage roll.

Technique

Also at 2nd level, you learn 2 techniques. Techniques are extra ways you can expend your Stamina Dice to get an edge. A list of learnable techniques follows.
     You learn one more technique of your choice at 5th level and again at 8th level. As a downtime activity, you can retrain yourself by replacing one of your learned techniques with a different one you would be able to learn.

  • Each technique is listed by “action,” “reaction,” or “bonus action.” This specifies which is needed to perform the technique.
  • Using a technique always requires you to expend a Stamina Die, even if you don’t roll it.
  • If a technique calls for you to “add your Stamina Die” to another number, you roll your Stamina Die and then add the result to the other number. This counts as adding a bonus die, and doesn't stack with other effects that add bonus dice.
  • If a technique calls for a save, the save DC equals the higher of your Strength DC and your Dexterity DC, unless the technique specifies otherwise.
  • If you have the Target Strike feature, you can make a Target Strike with an attack that comes from a technique. In some cases this even means adding two Stamina Dice to a single attack! Different techniques can’t be added together however, as each is a separate action.

List of Techniques

Each technique is summarized below. Click a technique's name for the full effect.

Name Summary
Aimed Shot Action. Make a weapon attack or unarmed strike, but add your Stamina Die to the attack roll.
Ambush Reaction. Immediately after you make a Dex (Stealth) or initiative check, add your Stamina Die to the result.
Avenging Attack Reaction. After a creature in your reach deals damage to someone other than you, attack that creature and reduce its attack roll.
Back Slice Action. Your melee attack Exposes the target indefinitely.
Dash Attack Bonus Action. After Dashing or Sprinting, make a hard-hitting melee attack.
Deflect Missile Reaction. Reduce damage from a ranged attack by an amount equal to your SD, if you're wielding a shield or have a free hand.
Encourage Bonus Action. Once within the next minute, an ally of your choice adds your SD to its save or attack roll (as a bonus die).
Ending Blow Action. Melee attack a Prone or Incapacitated creature. Add you add your SD to the damage, and then maximize your damage roll.
Flurry Rush Reaction. When you're missed by a melee attack, counter-attack that creature
Frenzy Bonus Action. Add your SD to all Strength-based damage and checks for 1 turn. If you damage a creature, gain resistance to it.
Helm Splitter Action. Attack a creature within 15 feet and freely move to any open space within 0 feet of it.
Hook & Switch Bonus Action. Swap places with an ally within 15 feet. The first attack roll against either if you subtracts your SD.
Igniting Shot Action. Your ranged weapon attack deals extra fire damage equal to your SD, and Ignites a hit target.
Intercept Reaction. When a creature enters a 5-foot radius of you, make a melee attack against it.
Jump Attack Action. Make a dramatic hard-hitting melee attack that potentially leaves you Exposed.
Parry Reaction. Reduce damage from a melee attack by an amount equal to your SD, if you're wielding a shield or a versatile weapon.
Plummet Reaction. While airborne, plummet to the ground, landing safely. Deal damage, with greater damage the higher you fell.
Power Brace Reaction. After you make save or check using Strength, as a reaction add your SD.
Reflex Reaction. Add your SD to the result of your Dexterity saving throw.
Remote Bomber Action. Cast the remote bomb+ spell, using Strength or Dexterity as your casting ability.
Revali's Barrage Action. Unleash a storm of projectiles that assail creatures in a 25-foot cone.
Rock Breaker Action. Your attack deals extra damage to heavily-armored foes and objects.
Shield Attack Bonus Action. A swift attack from your shield renders a creature Exposed and unable to take reactions.
Shoving Attack Action. Your melee attack deals extra damage and shoves the target 5 feet in any direction.
Sinking Shot Action. Your ranged weapon attack knocks Prone a Medium or smaller creature.
Smash Attack Action. Charge up a melee attack that sends a creature flying.
Snap Throw Reaction. Immediately counter-attack with a ranged attack.
Special Move Action. Perform a 2-point spell you select when you first learn this technique.
Spin Attack Action. While rotating quickly, make one attack against each creature within 5 feet of you.
Taunt Bonus Action. A creature must succeed on a Charisma save or suffer disadvantage on attack rolls against anyone but you.
Team Attack Action. Attack a creature. An ally can use their reaction to attack the same creature, adding your SD to their damage.
Terrorize Bonus Action. After dealing damage, Frighten the damaged creature or one of its allies.
Trip Up Action. Your weapon attack deals extra damage and Slows a creature until the start of your next turn.
Z-Target Bonus Action. While you Concentrate, the target is Exposed to your attacks and you have half cover against its attacks.

Subclass

At 3rd level, choose an archetype that you strive to emulate in your combat prowess. The archetype you choose grants you features at 3rd, 6th, 9th, and 12th levels as shown in the champion table.
      Choose one subclass from the following options. Each of these is detailed on its own page. On the champion table above you can select a tab to show the features provided by a subclass integrated into this class.

  • As a brute, you hit hard and fast with merciless force.
  • As a captain, your Charisma inspires allies into action.
  • As a darknut, you are defined by impentrable armor of your own making. You deal hard-hitting blows.
  • As a hunter, you track down quarries. Your fighting skills are best when facing down a single tremendous foe.
  • As a knight, you adhere to a royal family or another ideal, and your Wisdom gives rise to magical abilities.
  • As a sharpshooter, you're capable of ranged shots so fast and precise it feels like you're manipulating time itself.
  • As a spellsniper, you imbue arrows or other far-flying projectiles with fire, ice, and other powerful magic.
  • As a tunic, you specialize in using techniques. Your martial skills are directly inspired by legendary heroes.
  • As a wizz-warrior, through your Intelligence you study both the art of spellcasting and the art of battle.

Improvement

Tip: What to Improve?
If you’d prefer something reliable, focus on increasing whichever ability score you use for attacks — whether that’s Strength or Dexterity. Increasing Constitution is a good second choice, as it can increase both your heart points and your Stamina Dice.

When you reach 4th level, your fighting capabilities evolve. Choose one of the following improvements. This feature cannot increase any ability score above your ability score’s maximum, which is initially 20.

  • Ability Scores. Increase one of your ability scores by 2, or increase two of your ability scores by 1 each.
  • Techniques. Learn one or two more techniques, not including master techniques. If you choose only one technique, increase one of your ability scores by 1.
  • Feat. Gain a feat of your choice.

You gain another improvement of your choice at 8th level and again at 12th level, as shown in the champion table.

Withdraw

Also beginning at 4th level, you can rapidly recover in the midst of battle by drawing on your vigor and courage. Some champions think of it as finding heart, even in the most dire of situations.
      Whenever you Dodge, in addition to the normal benefits of this action you can recover heart points by expending one of your Heart Dice. You roll the Heart Die, and regain heart points equal to the result + your Constitution modifier. As normal, Heart Dice restore when you finish a long rest.

Action Surge

Upon reaching 5th level, you can push your body beyond its limits to take an extra action on your turn.

This action can't be used to cast a spell. You can't surge again until you finish a short or long rest.

Tenacity

Starting from 7th level, even when you're pushed to the brink of death you can summon the grit to hold on. When you are reduced to 0 heart points but not defeated outright, you can choose to drop to 1 heart point instead. You can't use this feature again until your heart points are fully restored.

Extra Action

After you reach 10th level, you can take an extra action on each of your turns. This extra action can't be used to cast a spell.

This extra action can be in addition to an action surge and potentially a bonus action.

Master Techniques

Upon reaching 11th level, you can learn any two master techniques from the following options. As with a normal techniques you must expend a Stamina Die to use any master technique. However, a master technique is so draining that after you use one, you can't use any master technique again until you finish a long rest.

Name Summary
Hurricane Spin Action. You make up to four attacks with one action, but become Stunned until your next turn
Indomitable Courage Reaction. After you fail a save, you can use this reaction to succeed instead.
Mortal Draw Action. Your attack can instantly slay a creature with 100 or fewer heart points remaining.
Perfect Dodge Reaction. Force an hit to instead miss you, then Expose the attacker.
Secret Medicine Action or Reaction. After taking damage, regain up to half your max hp, but become briefly Incapacitated.
Triforce Slash Action. On a hit, your attack deals an extra 10d10 radiant damage.

Restless

Once you reach 12th level, while you have 0 Stamina Dice remaining, you regain 1 Stamina Die after you Dodge.


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]